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Ankhammon

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Everything posted by Ankhammon

  1. I have a different take. I’m including 4 key areas. These are personal offense, personal defense, Control and defending for the team. These are from personal playthroughs. I’m sure I’ve missed some and several I’ve just not played through enough. Tier 1 Sets: · TA/Sonic Offense 5/5 Defense 3/5 Control 5/5 Defending 3/5 Keys to this set is all the control you can muster (seriously enough to make a controller envious), -res to beat the band and sneaky good powers like PGA (sleep patch fast acting) and Flash Arrow (-tohit is unresistable so take that you AVs). · Time/Ice Offense 4/5 Defense 5/5 Control 4/5 Defending 4.5/5 Keys to this set is the beast of a Defense you can put together with the combo. The slows, -rech, and heals really add to the -tohit/defense to make this one of the best tanking chars I’ve ever played. Add some procs to the aura and you are taking aggro from everyone but a proper taunting tank. · NAff/DP Offense 4/5 Defense 5/5 Control 3/5 Defending 5/5 Keys to this set are HoTs and -Dam. That combo plus the NAff tier 9 make for fun and fast defending which all the kids will love. Just enough control added to allow you to play up front (where I like to play). Yes, you can toe to toe with an AV for a long but satisfying fight. · Rad/alloftheabove 5/5 Offense 5/5 Defense 4/5 Control 4/5 Defending Rad is a special class all its own. Too many possibilities with it and its only real weakness is end usage which it partially takes care of with AM. Once you get the hang of anchors, AM and your end usage, the rest is basically cake. Tier 2 Sets. · Poison/Beam Offense 5/5 Defense 3/5 Control 3/5 Defending 3/5 Keys are the awesome single target ability of the set. It can be a good aoe set but that relies on proc magic with Poison Trap. Overall, the set works really good for solo after you set it up IO-wise. At that point it can become something special, but until then you are on a steep learning curve. · Time/Elec Offense 4/5 Defense 5/5 Control 4.5/5 Defending 4/5 Keys are the end drain along with the upfront awesome of Time. This one may actually go up the list but I’m still leveling it up. · Dark/Dark Offense 3/5 Defense 4/5 Control 4/5 Defending 5/5 Keys are that it’s a better set than I’m giving it but I leveled it up as my first char when it had skills like a 3.5 second animation lock on my heal… other stuff was eww too.
  2. I had a very similar experience on Moonfire once but in my case our tank quit at the end of the first mish. The team was talking about restarting or just walking away and I said gimme a 3 second head start and I'll tank. Several scoffed but they let me try. Let's just say they never expected a TA/Ice to be a competent ranged tank but with all the debuff/slow magic we sailed through to the end. And to the farm build concept, I'm currently running on 0/+8 on my Time/Elec and have been since level 10. Only level 17 right now but still not too shabby for a lowbie.
  3. Thanks guys. I really like the idea of taking out the boss in single shot fashion.
  4. Awesome. Thanks for the look see. Sounds like it's well worth it. If I remember right, each of them is ~8 sec worth of hold so that makes it nice for some proc damage too. I'm looking at 3 damage procs and 2 hold procs and 1 ACC/Hold to give it some extra acc. This is on my Time/Elec I've been having a blast with so far. from level 10 i've been going -1/8 and it's working better than many other sets i've tried. Only level 15 but still going strong and only gonna get better. Now, can I stand being evil long enough to get my Soul epics. 🙂
  5. Oops. I was thinking about a different hold power. oh well, thanks for the clarify.
  6. Sounds like a good place to put in 3 HamiOs and call it a power. 🙂
  7. Has anyone played with powers like Tesla Cage and making it proc to a mag 7 hold? You can add two chance at mag 2 holds (Devastation and Lockdown). According to Pines each hold proc has a 90% chance of hitting. So that should equate to an 81% chance of getting mag 7... unless it doesn't stack and instead does an additive thing. Either way sounds like a fun thing to try.
  8. Sparky's DPA and DPE are quite high and will serve you well when doing all sorts of things like soloing groups, pylons, AVs and the like. Does he take proc magic very well? I don't know, but would be nice if he did. Downside for the little guy is that he loves to pick a fight and all that aggro goes directly to you.
  9. Hover above and knock em into the dirt.
  10. Oooo. a FF/Water char named Pinball Wizard.
  11. From time to time I hear someone say they want to run a Melee version of a defender. I've wanted this for some time myself, so I decided to come up with a melee char on my own. I came up with a Time/Rad using pool powers for the melee smash. Can you guys come up with a better combo? The only rule is ranged powers are for the primary and not the secondary. 🙂 What do you think of this one? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! funny melee: Level 50 Magic Defender Primary Power Set: Time Manipulation Secondary Power Set: Radiation Blast Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Dark Mastery Hero Profile: Level 1: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-Heal/Rchg(3) Level 1: Neutrino Bolt -- Acc-I(A) Level 2: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(40), DarWtcDsp-ToHitDeb/Rchg(43), DarWtcDsp-Slow%(46) Level 4: Irradiate -- TchofLadG-%Dam(A), Arm-Dam%(5), Arm-Dmg(5), Arm-Dmg/EndRdx(7), ShlBrk-%Dam(7), ShlBrk-Acc/DefDeb(9) Level 6: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(15), KntCmb-Dmg/EndRdx/Rchg(17) Level 8: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(33) Level 10: Distortion Field -- UnbCns-Dam%(A), BslGaz-Acc/Hold(11), BslGaz-Slow%(11), GldNet-Dam%(13), GhsWdwEmb-Dam%(13), NrnSht-Dam%(15) Level 12: Time Crawl -- ImpSwf-Dam%(A), ImpSwf-Acc/Slow(36) Level 14: Cross Punch -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg(37), Erd-%Dam(37), Erd-Acc/Dmg/Rchg(40), FrcFdb-Rechg%(40) Level 16: Time Stop -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(34), GldNet-Dam%(34), NrnSht-Acc/EndRdx(34), NrnSht-EndRdx/Hold(36) Level 18: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19), AdjTrg-ToHit(21), AdjTrg-ToHit/EndRdx(21), AdjTrg-Rchg(23) Level 20: Aim -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(33) Level 22: Jump Kick -- Hct-Dam%(A), Hct-Dmg(50), Hct-Dmg/EndRdx(50), FrcFdb-Rechg%(50) Level 24: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25) Level 26: Slowed Response -- TchofLadG-%Dam(A), AchHee-ResDeb%(27), ShlBrk-%Dam(27), TchofLadG-DefDeb(29), ShlBrk-Acc/DefDeb(29), ShlBrk-DefDeb(31) Level 28: Spring Attack -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg(46), Erd-%Dam(46), FrcFdb-Rechg%(48) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Chrono Shift -- DctWnd-Heal/EndRdx/Rchg(A), DctWnd-Heal/Rchg(33), DctWnd-EndRdx/Rchg(36), DctWnd-Rchg(37), DctWnd-Heal/EndRdx(48) Level 35: Oppressive Gloom -- Acc-I(A) Level 38: Atomic Blast -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(39), Arm-Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(42), UnbGrd-ResDam(42), UnbGrd-Max HP%(42), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(43) Level 44: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(45), Erd-Acc/Dmg/Rchg(45), Erd-Acc/Dmg/EndRdx/Rchg(45) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Soul Transfer -- Dsrnt-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Radial Paragon Level 50: Clarion Core Epiphany Level 50: Melee Core Embodiment Level 50: Reactive Core Flawless Interface Level 50: Void Radial Final Judgement Level 50: Storm Elemental Radial Superior Ally ------------
  12. Yeah, the Repeat Offender SG was awesome. You really can't go wrong with your choices because of the magic of buff/debuffs. I would suggest keeping the Sonic Resonance down to 2 max and only if you guys aren't taking any shields since One can produce up to ~54% resist to all but psy. Basically, if you have two you will be capped without epic shields. for your last two spots (and my 2 cents worth): Maybe a time (who loves being in melee) to anchor like the sonic -res toggles. Time can also add to your D to bring it to ridiculous levels for post 50 stuff (no -def worries on your team) Maybe a Rad for the last spot so they can bring the -regen and AM. I would also say Dual Pistols for the love of all that's -Dam worthy... but that's only if you want to break the Resistance cap instead of bending it like you would be now.
  13. NERF Fireball!!!!! 🙂
  14. Just wanted to add what I think is a hidden gem I recently saw on my TA. PGA is only a mag 2 sleep, but it's range is bigger than the animation (looks to be about as large as 25ft) and more importantly it appears to have a sleep patch affect. The minions will wake up and then get put back to sleep again as it pulses. Plus the pulse seems pretty fast. That should mean maybe some proc magic with the placate proc and it. Anyone played with that?
  15. Ankhammon

    Dark/Dark

    With 1 immob (single target), 2 holds (1 aoe, 1 single target), 2 sleeps (1 cone, 1 aoe), 1 kdown patch (w/ damage), 2 disorients (1 pbaoe, 1 single target), 1 kback cone and a whole lot of -Res for your gaming fun may I present the TA/Sonic Deftroller. You can even add more control if you want with the epics.... What's a Controller? 🙂
  16. Poison/Elec would be a good combo. Poison Trap is up in a half minute (slotting to a near perma end drainage) or so and can be made to keep baddies for 10 seconds or so. That would be long enough to apply all of the end drainage you want. With my Poison/Beam I've been Spring Attacking (w/ Venom Cloud running), then Poison Trapping. It would work very well with a sapper. Could also go SS+stealth or even Mass Hypno to set up a sleep for a walk in/Poison Sapping/End draining good time. Other thoughts would be Rad or Trick Arrow, but their help is only from level 32 on and recharge on their tier 9's are long.
  17. I would have to go elec control/earth dom. for a sapper. Incredibly fun build.
  18. The funniest part is I'm getting either one instead of my poison heal other so I can get to a self heal.
  19. For anyone who wanted an opinion on the Presence line. I made it to about level 22 and it just didn't work. The powers would have been fine if they had a better duration. The way they are, the placate was the best of the lot. So the experiment is over but the char lives on. Just with fighting replacing the presence line. Much sturdier at level 25 and makes for a much happier pseudo blaster type char which this definitely plays like.
  20. Nice. Now I can get something else instead of heal other. Who wants to help heal teammates when you could debuff. :)
  21. Range is a fantastic tool for getting all the mobs in melee range for you. In addition to the taunt there is a -75% range component to it that makes it a must for a tank, IMO. Besides, the "bring it on" animation is worth the price of admission for any tough guy. :)
  22. I've been working one of these myself. What the Savage Naysayers aren't aware of is how well this plays with Dark Armor. The BU mechanic for Savage is giving you a huge end discount which is a blessing for end hungry DA. I like savage myself, it gives extra pts of damage, the aforementioned end discount and a rech. bonus (I think). The early cone, Shred, is about like Sands of Mu so a little movement and you get multiple targets. I can easily get 3 and sometimes 4 with it. I think the larger (uses BU charge) pbaoe, Rending Flurry, will actually be a good proc haven cuz it's damage is small at first look. I presume it gets damage increase with the aoe increase. The tier 9 is a low recharge TP/PBAOE which is always fun. That should help set up your cloak of fear too. And your stealth helps set up the charge... all sortsa synergy. All of this will allow you to much more easily work on getting your D levels up as you don't have to really work as much on end discounts and the like. I'd still use your Theft of Essence +end in regen though.
  23. Or Bio Armor to stack the -Dam. :)
  24. thx for the link. At work and trying to remember don't always work well together. :) and yeah, the discount works after teammate damage. I remember with my old Sonic/Sonic the whole team would have like 5-10% damage and my end bar would never move. It was awesome. The Endurance discount only kicks in when your teammates are injured though, as far as I know.
  25. Vigilance on large teams provides a very nice end discount (up to 80%) for the defender. No damage anymore but the trade off I find to be worth it. if I remember right, you get some +Dam if it's 1 or 2 teammates.
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